﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ctolua.Models.Type
{
    public static class TUAK
    {
        public static string 冷却缩减百分比 = "冷却缩减百分比";
        public static string 白天视野 = "白天视野";
        public static string 最大生命值 = "最大生命值";
        public static string 当前生命值 = "当前生命值";
        public static string 生命恢复 = "生命恢复";
        public static string 最大法力值 = "最大法力值";
        public static string 当前法力值 = "当前法力值";
        public static string 法力恢复 = "法力恢复";
        public static string 移动速度 = "移动速度";
        public static string 物理攻击 = "物理攻击";
        public static string 法术攻击 = "法术攻击";
        public static string 物理防御 = "物理防御";
        public static string 法术防御 = "法术防御";
        public static string 攻速 = "攻速";
        public static string 暴击率百分比 = "暴击率百分比";
        public static string 暴击伤害百分比 = "暴击伤害百分比";
        public static string 物理穿透 = "物理穿透";
        public static string 法术穿透 = "法术穿透";
        public static string 物理吸血百分比 = "物理吸血百分比";
        public static string 法术吸血百分比 = "法术吸血百分比";
        public static string 物理穿透百分比 = "物理穿透百分比";
        public static string 法术穿透百分比 = "法术穿透百分比";
        public static string 伤害豁免百分比 = "伤害豁免百分比";
        public static string 命中率百分比 = "命中率百分比";
        public static string 闪避率百分比 = "闪避率百分比";
        public static string 所有伤害加成百分比 = "所有伤害加成百分比";
        public static string 被治疗效果加成百分比 = "被治疗效果加成百分比";
        public static string 真实视野 = "真实视野";
        public static string 攻击间隔 = "攻击间隔";
        public static string 攻击范围 = "攻击范围";
    }
    public static class TUA
    {

        public static Dictionary<string, string> UnitKeyFloatAttrKV = new Dictionary<string, string>()
        {
           // {"ROTATE_SPEED" , "rotate_speed",} ,
           // { "CANCEL_ALARM_RANGE" , "cancel_alarm_range"},
           // { "ALARM_RANGE" , "alarm_range"},
           //{ "BODY_SIZE" , "body_size"},
            {"冷却缩减百分比" , "cd_reduce"},
        { "白天视野" , "vision_rng"},
            { "最大生命值" , "hp_max"},
        { "当前生命值" , "hp_cur"},
          { "生命恢复" , "hp_rec"},
            { "最大法力值" , "mp_max"},
          { "当前法力值" , "mp_cur"},
             { "法力恢复" , "mp_rec"},
          { "移动速度" , "ori_speed"},
             { "物理攻击" , "attack_phy"},
          { "法术攻击" , "attack_mag"},
          { "物理防御" , "defense_phy"},
          { "法术防御" , "defense_mag"},
           {"攻速" , "attack_speed"},
        {"暴击率百分比" , "critical_chance"},
        {"暴击伤害百分比" , "critical_dmg"},
        {"物理穿透" , "pene_phy"},
        {"法术穿透" , "pene_mag"},
        {"物理吸血百分比" , "vampire_phy"},
          { "法术吸血百分比" , "vampire_mag"},
          { "物理穿透百分比" , "pene_phy_ratio"},
          { "法术穿透百分比" , "pene_mag_ratio"},
          { "伤害豁免百分比" , "dmg_reduction"},
        {"命中率百分比" , "hit_rate"},
          { "闪避率百分比" , "dodge_rate"},
          { "所有伤害加成百分比" , "extra_dmg"},
          { "真实视野" , "vision_true"},
          { "攻击间隔" , "attack_interval"},
          { "攻击范围" , "attack_range"},
          { "被治疗效果加成百分比" , "healing_effect"},
          
        };
        //--   "夜晚视野" , "vision_night",
        //--   "白天扇形视野半径" , "vision_sector_rng",
        //--   "夜晚扇形视野半径" , "vision_sector_night",
        //--   "白天扇形视野夹角" , "vision_sector_angle_day",
        //--   "夜晚扇形视野夹角" , "vision_sector_angle_night",
        /// <summary>
        /// 获得y3单位属性Key
        /// </summary>
        /// <param name="key"> class TUAK</param>
        /// <returns></returns>
        public static string getAttr(string key)
        {
            return UnitKeyFloatAttrKV[key.ToString()];
        }
    }
}
